CODEX Tyranids
Rules update
Contents
New Units
Bloodlord
Tyrant Guard
Ravener
New Model adaptations
Ripper Tyrant
Hydrafex
Voyathrope
Lesser Tyrant
New Biomorphs
Warp Shield
Wings
New Units
Broodlord
93 points
This frightening monster is the height of genestealer evolution, capable of leading small Tyranid
attacks. It is often the largest monster seen in the initial Tyranid waves, before the main fleet arrives
Hero choice – may be army general if the army size is 1,500 points or less. May be taken in a cult army
M
WS
BS
S
T
W
I
A
LD
Save
Broodlord
6
8
0
6
5
3
8
4
10
4+
Weapons Claws
Armour Chitin Carapace (4+ save)
Bimorphs Up to 1
Strategy – 1 (if commander)
Special 12” synapse rule
Causes Terror
Monstrous Target
Immune to psychology
Tyrant Guard
70 points
This frightening monster is the height of genestealer evolution, capable of leading small Tyranid
attacks. It is often the largest monster seen in the initial Tyranid waves, before the main fleet arrives
Squads Choice – one unit of Tyrant Guard per Hive Tyrant in the army
M
WS
BS
S
T
W
I
A
LD
Save
Tyrant
Guard
6
7
5
5
5
2
6
3
10
5+
Brood – 1-3 Tyrant Guard
Weapons Claws
Armour Chitin Carapace (5+ save) and Warp Shields
Bimorphs Up to 1
Special 12” synapse rule
Causes Fear
Monstrous Target
Immune to psychology
Must form a unit with the relevant Hive Tyrant and must maintain 2” coherency
Ravener
67 points    [test points]
This snake like evolution of the warrior strain is frighteningly fast and deadly bursting out of dense
terrain upon unsuspecting enemy troops
Support choice 
M
WS
BS
S
T
W
I
A
LD
Save
Ravener
9
5
3
4
4
2
5
3
10
5+
Weapons Claws and up to two of the following, Deathspitter (+ 6 points), Devourer (+ 2 points), Spinefist
(+ 4 pts)
Armour Chitin Carapace (5+ save)
Squad 1-6 Raveners
Bimorphs Up to 1
Special Causes Fear
Monstrous Target
Immune to psychology
No penalty for moving through difficult terrain
Using the new models
The new range of Tyranids models from Games Workshop gives the opportunity for an
interesting evolution of the Tyranid race. Basically the models represent less intelligent and more
common Tyranid creatures, with the previously more intelligent creatures, basically the good models
from 2nd edition being less common. This represents the synapse range of the hive mind having more
influence in the galaxy. The old models use the old rules but the newer ones have the following
changes.
Hive Tyrant Ripper Tyrant
164 points
The ripper tyrant is one of the most powerful of all the Tyranid creatures; it sacrifices its psychic
abilities in favour of becoming a completely dedicated close combat killer
Commander choice – may be army general (This model is represented by the 3rd edition release Hive Tyrant)
M
WS
BS
S
T
W
I
A
LD
Save
Ripper
7
10
0
7
6
5
9
4
10
3+
Weapons Claws
Armour Chitin Carapace (3+ save)
Bimorphs Up to 1
Strategy – 1 (if commander)
Special 18” synapse rule
Causes Terror
Monstrous Target
Immune to psychology
Carnifex – Hydrafex
111 pts
The Hydrafrex is a lesser strain of the Carnifex, and as such becomes less deadly but appears in
greater numbers. It has evolved to make use of Tyranid weapons making it more flexible than its more
powerful cousin.
Counts as a support choice  (This model is represented by the 3rd edition release Carnifex)
M
WS
BS
S
T
W
I
A
LD
Save
Hydrafex
6
5
6
5
6
5
7
3
10
5+ 2D6
Weapons Claws and one of the following; Venom Cannon +40 pts, Devourer +9 pts, Barbed
     Strangler +31 pts, Deathpsitter +13 pts
Armour Chitin Carapace (5+ save on 2D6)
Bimorphs Up to 1
Special Causes Fear
Monstrous Target
Immune to psychology
Zoanthrope Voyathrope
109 pts
The Voyathropes are Zoanthropes that have become completely adapted for use of their psychic
abilities. Most commonly found in space, they help form part of the massive psychic lockdown so
commonly associated with Hivefleet invasions. While having less physical ability on the battlefield,
than their bipedal cousins they are a more rapidly split genus and appear in larger numbers
2 count as one hero choice (This model is represented by the 3rd edition release Zoanthrope)
M
WS
BS
S
T
W
I
A
LD
Save
Voyathrope
6
2
5
3
3
3
4
1
10
Special
Weapons Lash tail (+1 strength in combat)
Armour None
Special Zoanthrope warp field
Zoanthrope psychic powers
May ignore small terrain obstacles
Monstrous Target
Immune to psychology
Lesser Tyrant
119 points
Smaller Tyranid raids are often fronted by these less powerful and intelligent creatures, that said, they
are still a terrifying foe to face
The older Hive Tyrant model or the most up to date one must be used to represent a Lesser tyrant
Hero choice – may be army general
M
WS
BS
S
T
W
I
A
LD
Save
Lesser Tyrant
6
7
5
5
5
3
7
4
10
4+
Weapons Claws and one of the following; Venom Cannon +40 pts, Devourer +9 pts, Barbed
     Strangler +31 pts, Deathpsitter +13 pts
Armour Chitin Carapace (4+ save)
Bimorphs Up to 1
Strategy 1 (if commander)
Special 12” synapse rule
Causes Terror
Monstrous Target
Immune to psychology
May take up to 2 psychic powers as listed in the Hive tyrant rules
New Biomorphs
Warp Shield
10 points
Hive Tyrants, Lesser Tyrants and Tyranid Warriors can be equipped with Warp Shields. These large
flat bone like shields are actually living organisms that project a psychic bubble around itself that can
be used against incoming attacks to protect the bearer. This confers the model a 5+ unmodified save. 
The Warp Shield takes up a ‘hand’ so if a model used a two handed weapon to fire in the last turn it cannot use its
Warp Shield. The Warp Shield does confer +1 attack in close combat at the users base strength and daemons do
not receive a daemonic aura save against it. Similarity the Warp Shield cannot be used to defend against psychic
attacks.
Wings
30 points
Hive Tyrants, Lesser Tyrants and Tyranid Warriors can be equipped with Wings. Wings follow the
same rules as for Gargoyles, essentially giving a 20” unimpeded movement (this is not doubled for
charge ranges!). The use of this biomorph does not permit the model to fly high.
Tyranid Cult Army list overview
Commander choices – Patriarch
Hero Choices -
Magus
Bloodlord
Broods - 
Genestealers
Hormagaunts
Hybrids
Brood Brothers
Support - 
Imperial Guard Vehicles with BS 3, no targetter and –2 to all armour values
Ravener [original test rules]
93 points
This snake like evolution of the warrior strain is frighteningly fast and deadly. It is also capable of
burrowing underground, concealing itself before bursting out upon unsuspecting enemy troops
Support choice 
M
WS
BS
S
T
W
I
A
LD
Save
Ravener
8
6
0
4
4
3
5
4
10
5+
Weapons Claws
Armour Chitin Carapace (5+ save)
Bimorphs Up to 1
Special Causes Fear
Monstrous Target
Immune to psychology
Infiltrate - Burrowed
Burrow At the start of its movement phase the Ravener may burrow, becoming hidden automatically
(note that it can be detected for ordnance purposes). In subsequent turns a burrowed Ravener may move in a
straight line up to 8”, though it cannot pass underneath buildings or water features. It may choose to emerge at the
end of its movement or remain hidden. It can also charge up to 8” whilst being burrowed, if it does this it can only
be targeted for purposes of overwatch by the squad it is charging and the squad must pass an I test to fire,
representing them pondering just what exactly that large shape is that’s coming towards them. Shots will be at –3
to hit against an surfacing Ravener.